Category Archives: Other Systems

The Vek Race as Class for Barbarians of the Ruined Earth (Black Hack)

Continuing in posting more on my Barbarians of the Ruined Earth  game that uses the Black Hack rules, here is the Vek (race as ) class.

 

Vek (Raptorfolk)

deinonychus_antirrhopus 

The Vek are highly intelligent anthropomorphic raptors that have obsessions with Stupendous Science and Ancient Earth technology.  Their scaly flesh ranges from vibrant red to bile yellow or forest green.  They are a stubborn race with a proud heritage, and often consider themselves far more evolved and advanced than any other on the Ruined Earth.  Vek live closely together in a hierarchical community called a Collective.  Many Vek have been subjugated and enslaved by powerful Sorcerers, so naturally the Vek have become mistrusting of magic and those with the ability to wield it.  Vek proudly trace their ancestry to the long-dead Ancient Earth dinosaurs, the Deinonychus.

“Mine is a proud people; descendants of the most powerful and ancient of Earth’s creatures.  Our minds are keen, and technology is ours to mold and shape.  Our flesh is strong and our teeth and claws are sharp… were it not for the vile powers of Sorcerers, we would be the rulers the Ruined Earth.”

Starting HP: 1d8+4

Hit Points Per Level/Resting: 1d8 HP/lvl

Weapon and Armor: Gambeson, Leather, Small Shields, All bows, Claws and Bite, All technological weapons, Spears, Maces, and Short swords

Weapon Damage: 1d6/1d4 Improvised

 

SPECIAL FEATURES

raptor_warrior_by_predaguy

Art by Predaguy (not part of BotRE project)

Highly Intelligent: Veks have a sharp mind.  They have Advantage on Intelligence rolls and saves against mind-altering effects.  They are also literate (for normal literacy rules, see pg XX).

Dinosaur!: Veks have thick hides and are treated as having 2 AP (this stacks with armor, but the AP is reduced to 1 while wearing armor).  Their claws and teeth are razor sharp and they can attack for class damage.  Finally, Veks are agile and able to jump long distances (roughly 15-20ft), effectively launching themselves at a target.

If a Vek launches themselves at a target they can either make a single bite attack at a target with Advantage or attack with both clawed feet and a bite attack, but suffer Disadvantage to all three rolls.

More Juice: If an advanced technology contraption has a Usage Die and finally runs out of “juice” the Vek can coax a little more back into it, returning the Usage Die to a d4.  This can be done once per hour.

Leveling Up:

Roll all Attributes to see if they increase, roll twice for DEX or INT.

 

STARTING EQUIPMENT

WEAPON: Spear and short sword

ARMOR: Leather Armor 4 AP (2 AP/d6 Usage Die)

ADDITIONAL: Rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).

INTERESTING TRINKET (roll 1d6): 1) a book of Ancient Earth history; 2) a laser pistol (d10 Usage Die on battery pack); 3) a headdress of bone, leather, and feather; 4) a city map of the Ancient Earth city, “Los Angeles”; 5) a ruby necklace; 6) an Ancient Earth Sea Captain’s hat and jacket.

LIFE EVENT (roll 1d8): 1) you were a slave and escaped; 2) your father was a brilliant mind and created many helpful Stupendous Science gadgets.  Eventually he wronged a Sorcerer and was killed in front of you; 3) your mother is your Collective’s leader and you have served the tribe with distinction; 4) you messed with your Collective’s super computer and broke it.  You have been exiled by your people; 5) you banded together with a Barbarian and defended your Collective from Pig Raiders; 6) you traveled with a Scavenger for a few years.  You and he discovered many interesting Ancient Earth ruins during your travels; 7) your seven sisters and five brothers were transformed into statues by a Sorcerer after you angered him; 8) you discovered a sentient robot during your travels and are still friends.


The Hyper Light Drifter Class for The Black Hack

I recently bought Hyper Light Drifter (albeit for PS4) the other day and man- what a fucking beautiful game.  The graphics and colors are gorgeous and the game play is challenging (sometimes frustrating) and rewarding.

This AM I decided the create a class inspired for it for The Black Hack.  Enjoy.

Hyper Light Drifter

 Hyper Light 1

The Hyper Light Drifter is a guardian.  They are a sentient AI in a bio-engineered body.  The body is constructed of living matter, so like any living thing it requires rest, sustenance, and can feel pain.  Legends believe that the Hyper Light Drifters were created to combat a great super AI that was terrorizing their world.  The Super AI created terrible monstrosities called Titans.  These huge creatures laid waste to anything they came across.  The Hyper Light Drifters were able to defeat the Titans and the Super AI, but at a great cost: their world was left in ruin and most of the Hyper Light Drifters were destroyed in the grand battle. 

The remaining Hyper Light Drifters wander the galaxy, landing on planets to explore and look for a cause they can rally behind.  Where there is darkness, oppression, and evil you will find a Hyper Light Drifter to bring illumination to the world and push the vile forces back.

 

Starting HP: 1d8+4

Hit Points Per Level/Resting: 1d8 HP/lvl

Weapon and Armor: Light Weapon, grenades, pistols, shotguns, rail gun, padded, leather, and studded leather armor.

Weapon Damage: 1d8/1d6 Unarmed or Improvised

 

SPECIAL FEATURES

Light Weapon: The Hyper Light Drifter’s weapon is made of pure energy that is powered by their own systems.  The weapon resembles a short sword (roughly 18” in length).  The Hyper Light Drifter can also transform the weapon into another form.  For form roll on table below.  This weapon is treated as a +1 for the purpose of overcoming damage reductions, etc.

Hyper Light 3

Energy Reserves: The Hyper Light Drifter has stores of energy that allows them to do fantastic abilities.  A Hyper Light Drifter’s Energy Reserve is equal to half their level. Using each ability reduces the reserve by one.

 

Energy Abilities

  • Enhance Weapon: Energy runs through the Light Weapon causing it to grow brighter. The Light Weapon now does 1d10 damage.  This effect lasts for a number of rounds equal to the Hyper Light Drifter’s level.
  • Deflection: The Hyper Light Drifter encases themselves in energy that will deflect any attack (even magical). If the attack is ranged (or ranged magical- but the Hyper Light Drifter must be the sole focus of the attack), roll 1d6.  If the result is a 5-6, the attack is rebounded at the attacker and hits.  This can be done as a reaction.  Lasts for one attack.
  • Hyper Light Dash: The Hyper Light Drifter can phase slightly out of reality and travel a distance the blink of an eye. The Hyper Light Drifter can travel up to Not So Nearby (roughly 60ft) in a round.  The Hyper Light Drifter can use this to travel over a cliff, river, etc.  There must be sturdy ground on the other side for this to work.  This can be used as a reaction to avoid an attack.
  • Heal: The Hyper Light Drifter uses their Energy Reserve to heal themselves for 1d8 HP.
  • Multiple Attacks: The Hyper Light Drifter uses their Energy Reserve to enhance their attacking speed, allowing them multiple attacks in a single round. The Hyper Light Drifter gains 1d4 additional attacks.  At 5th level this is increased to 1d6 attacks.
Hyper Light 4

An example of the Dash ability

Inner Strength: Once per day, after all reserves have been depleted, a Hyper Light Drifter can attempt to pull more energy from their body.  Roll 1d6: if the result is a 4-6, the Hyper Light Drifter is successful and regains 1 Energy Reserve.

Understand Advanced Technology: Being a sentient AI gives the Hyper Light Drifter knowledge of technology.  They are able to use (or figure out) technology, even if it is advanced and beyond the scope of the planet they are on, without suffering Disadvantage.  This means they can hack into computers, unlock doors with a keypad, etc. with a normal Intelligence roll.

Hyper Light 2

Leveling Up:

Roll all Attributes to see if they increase, roll twice for STR or DEX

 

STARTING EQUIPMENT

Weapon: Light Weapon

ARMOR: Padded Armor

ADDITIONAL: Rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).

 

What is your Light Weapon?
Roll 1d10 Result
1 Long Sword
2 Two Daggers*^
3 Hand Axe^
4 Spiked Chain*
5 Polearm**
6 Short Spear^
7 Mace
8 Club
9 Two-handed Axe*
10 Two-handed Sword*

*= Uses Dual Wield/Two-handed Weapon rules.

^= Can be thrown at a target up to 10’ away, but disappears after target is hit.  The sword reappears in the Hyper Light Drifter’s hand at the beginning of the next round.

 

 

CLOSE NEARBY NOT SO NEARBY FAR AWAY DISTANT WAY FAR AWAY
0 – 5ft 5 – 30 ft 30 – 60 ft 60 – 120 ft 120 – 300 ft BEYOND 300 FT

 


The Scavenger Class for Barbarians of the Ruined Earth (Black Hack)

Continuing in posting more on my Barbarians of the Ruined Earth  game that uses the Black Hack rules, here is the Scavenger class.

 

Scavenger

 Scavenger 1

Scavengers are humans that live on the fringes of the remnants of human society, or wander the Ruined Earth alone, looking for trinkets, bits and baubles, Ancient Earth tech, or simply shiny junk to tinker with or sell for some coins.  They prefer to be sneaky, shying away from conflict when possible, but when they strike, they know how to make it count. 

 

“You call that junk…?  I call it a treasure.  Add some wires, strap on a clock, and maybe some spikes- now you’ve got something useful.  If you don’t want it, give it to me: I’ll make something useful out of it- make some money off the damned thing at least.”

 

Starting HP: d8+4

HP Per Level/Resting: 1d8

Weapons & Armor: All Swords, All Bows, Daggers, Energy Weapons, Ancient Earth Firearms, Gambeson, Leather, Small Shields

Attack Damage: 1d6/1d4 Unarmed or Improvising
SPECIAL FEATURES
Agile: Roll with Advantage when testing DEX to avoid damage or effects from traps and magical devices.

 

Sneaky Bastard: Rolls with Advantage when attacking from behind and deals 2d6/2d4+the Scavenger’s level damage.

 

Skilled: Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently understanding written languages and opening locks.

 

Keen Eye: Once per hour a Scavenger can look through junk piles and make a Luck roll, if the result is 4-6 they find something mundane of use.  This could be a waterskin, some rations, an energy cell for a laser weapon (1d6 usage die), etc.  The GM has final arbitration on what is acceptable or not.

Scavanger

Fixer: A Scavenger knows how to repair technology.  Must succeed on an INT test to repair a machine (vehicle, robot, etc.). If successful heal 1d6+Scavenger level HP back and replenish the target’s AP (if applicable). Repairing an object takes 1d6 hours.
LEVELING UP
Roll to see if attributes increase, roll twice for DEX or WIS.

 

STARTING EQUIPMENT

Scavanger 2

WEAPON: Dagger and crossbow

ARMOR: Cloth armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for ranged weapon, rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).

 

INTERESTING TRINKET (roll 1d6): 1) an Ancient World “HAM” radio- still functional; 2) a blowtorch; 3) a metal detector; 4) a collection of pretty glass bottles; 5) a tattered, but beautiful wedding dress; 6) a “football” helmet.

 

LIFE EVENT (roll 1d8): 1) you were a slave and escaped; 2) you were exiled from your village after it was discovered you were stealing much needed food and other goods; 3) you stumbled across an Ancient Earth factory filled with robots and gadgets- you were happy there until you accidentally blew it up; 4) You found a Stupendous Science device that emitted a freeze beam.  You used it to thwart Pig Raiders who attacked your village; you’re a hero; 5) you lived in a cave for many years with a crazed and ancient Sorcerer; the stories he told made you uncomfortable- but were entertaining; 6) your penchant for tinkering with things you shouldn’t got you into trouble.  You accidentally vaporized your father and two of his drinking buddies; 7) you were delirious while wandering the wastes and fell into a hole and discovered a lake of shimmering golden water.  You emerged from the cave and vowed to return, but don’t the whereabouts; 8) you were zapped by a piece of Stupendous Science that transported you to the year 1994.  You were there for several days before being returned to your time.


Barbarians of the Ruined Earth- Session One- Getting Their Kicks… On Route 66

On Sunday we kicked off our Barbarians of the Ruined Earth campaign (we’ll be bouncing back and forth between this and our Star Wars game).

BotRE is inspired by Thundarr the Barbarian (largely), He-Man, Transformers, Mad Max, etc.

Introduction:

Over two thousand years ago the world was torn asunder when an alien planet crashed into our moon, utterly shattering it.  Destruction rained down from the sky, nearly annihilating all life on Earth.  Humankind persevered, but the Earth was forever changed as alien matter mixed with our own and a new, bizarre world has risen from the ashes of the old; a world of depravity, stupendous science, and nefarious sorcery!

Not content with a life of mundane toil, you have cast off the chains of oppression and travel with companions, brave and bold, pitting your cunning, bravery, and talents against the forces of darkness and tyranny! 

We created characters and jumped right in to the action.  Each class has starting equipment, and a d8 table to generate an interesting trinket and life event that the player can quickly build off.

Players:

Chad– Medical Robot (named Marko Tron), rides a Giant Snailbadger.  Life Event: Has trouble understanding why humans whine so much, has mouthed off about it and been chased out of several villages. Trinket: World War II army helmet.

JohnBarbarian (named Dagor)- rides on a Giant Snailbear. Life Event: Mother was killed by croc-men when he was a child. Now he fights for the underdog!  Trinket: Silver dagger given by his father.

LiamSorcerer (named Fulgur Tenebris) Crazy Sorcerer appearance- grey skin, grey hair, cat eyes, jagged nails, yellow teeth, body changes color with emotion (50 shades of grey), has a metalic staff with spider web etching. Power manifestation black orbs with grey lightning. Life Event: Family was pushed out of village because of your birth.  Trinket: Golden necklace given to denote remarkable birth.  Rides one of the last Ancient Earth elephants (also has grey skin and yellowing tusks). Rules for Spellcasting here.

Nate– Vek (Anthropomorphic dinosaur- raptor- pretty feathers. Named Valeran the Vek).  He thinks humans are savages.  Life Event: Father was a brilliant Vek who understood Stupendous Science. Father was eventually killed by a Sorcerer. Trinket: Headdress of bone, wood, and feathers.  Rides a camel.

FletchUrchin class (wasn’t able to play today).  More on this character later.

After characters were rolled I used a table from my Starrunner Kit that allows the player to roll on a chart and create a memory.  The categories are tragedy, life is easy, make a friend, something went wrong, etc. I took a page from Beyond the Wall and told the group that their story would involve another player and that is how they met and bonded.  The players rolled and I gave them a few minutes to figure out what happened.  We told our stories and then moved on.

Team!  The Sounds of Battle!

We started the session with the group wandering through the wastes of southern California (near modern day Santa Monica), looking for a nearby settlement called Route 66.  It was named after an Ancient Earth route system (upon which the group was currently traveling).

The group came up over a hill and saw Route 66 in the distance.  Dilapidated, wrecked cars were stacked 3-4 high and formed a wall to protect the city.  Ancient Earth storage containers were stacked inside the wall and looked as if they were being used as housing.

The sounds of battle met the characters ears and an explosion went off, and a tower of six cars toppled inside the wall.  Nate found an Ancient Earth lighting pole, climbed up and saw robots attacking the villagers.  The Vek jumped down and shouted this information to his compatriots, but John was already riding hard on his giant snailbear towards the settlement.

Robot

The group charged into Route 66 to aid the humans and faced off against five robots, and a group of 10 smaller, twitchy-looking robots.

When combat broke out, I decided to try a variant for Initiative inspired by Drunkens and Dragons.

INITIATIVE
When combat breaks out, the GM rolls a die.  If the result is even, initiative favors the players.  If the result is odd, initiative favors the enemies and act before the players.  Once favor has been determined, every player rolls a 1d20 and the player with the lowest roll goes first.  Once that player has taken their turn, initiative continues in a clockwise fashion.

When initiative favors the enemy, if a player critically succeeds on their roll (rolling a 1), they get the drop on the enemy and can act before them.  After players that have critically succeed have taken their turn, initiative returns to normal with the enemies attacking, then the remaining players.

Initiative is rolled once per combat.

We all really liked this initiative order.  It was easy to shout out the order people went and it freed me up from having to remember shit and avoided zig zagging, etc.

For the robots I used mook and horde rules, see below:

MOOKS
Mooks are foes that are there to be mowed through and make the heroes feel epic and powerful!  Mooks should die in one hit, as long as they take 1 point of damage (they may be wearing armor, have protective shielding, etc.).  Give mooks HD, as it will determine their damage die against the heroes.

HORDES

When there are several mooks banding together to attack their foe (attacking as one), their overwhelming numbers make it hard to move out of harm’s way.  The defender rolls with Disadvantage to avoid a hordes attack.  The mooks, if the attack is successfully, roll damage with Advantage.  A horde can have up to 20 different members in it.  Each HP of damage is a number of minions killed in the horde.  When it is down to 3 HP or less, the horde is now treated as individual mooks (see above).

The battle went pretty quickly (probably 20-30 minutes), and the group took some good knocks before dropping all the robots.

After the fight, the leader of the village, named Chad 2.0 (I basically described Chad, one of my players, and named him Chad 2.0).  Chad 2.0 thanked them profusely for saving them and the rest of his Highwaymen.  He offered them shelter in one of their buildings, which was five storage containers fused together.

The group was given food, water, and told that Route 66 had recently found a strange device in an abandoned Ancient Earth warehouse.  It pulsed with energy.  One of the villagers tried messing with it and was vaporized.  Chad 2.0 felt this was too dangerous to leave alone.

Somehow the witch Grenzel found out about this device and begun attacking Route 66.  Her first several attacks were repelled by the Highwaymen.  And she retreated to her stronghold.  Two weeks ago a strange object fell from the sky and crashed into her stronghold.  The Highwaymen hoped that this was the end of Grenzel, but she showed up today with an army of robots and took the object from Route 66.

The group agreed to go to her stronghold and defeat her and retrieve the artifact.  The old wise woman said that Grenzel’s lair was located four miles to the south east and was an Ancient Earth structure where people used to go to worship a great powerful being called “Consumerism.” The old wise woman called the place a “ShopING Ma-all.”

 

The group rested for the night and left in the early morning for Grenzel’s lair.

About quarter mile from the lair, the group found a cultist guard station.  They attempted to sneak up on it, but found only a tiny fire and no guards. Arrows began peppering them as cutlists that were hidden on the ridge began shooting at them.  The group sprung into action.

Cultist

A Worshiper of the Dark.  Cultist of the Witch Grenzel

The battle was quick, and the cultists didn’t stand much of a chance.  However, one of the cultists pulled out a glass vial and held it over his head, “May the darkness take us all!” and smashed it on the ground.  A billowy black substance surrounded the cultist and Nate.  The group heard a sickening gurgling noise from both of them.  When the smoke cleared the cultist was a mummified husk and Nate was sick and panting on the ground (he suffered 1d6 points of Constitution damage).

The group collected themselves and decided to take a rest.  They could see the shopping mall in the distance and a strange saucer-shaped object smashed into the western building.

Shopping Mall Map

 

Crashed_UFO_at_night

The saucer destroyed all of the Dakota Purses store.

We ended here for the night and will hopefully do another session at the end of March.


More Death is the New Pink Art (by Kelvin Green)!

Kelvin Green has pulled out all the stops and given me some tasty artwork for Death is the New Pink!

Butcher

death is the new pink butcher 300dpi

BAD 18, DSS 8, MOXY 8, HP 20, AP 3

DRIVEN TO CUT PEOPLE INTO TINY PIECES.

He is a thing of myth and legend; his booming, eager laugh echoes across the wasteland, causing even the bravest raider to shit their pants.  This behemoth is said to have drunk from a radioactive river which caused him to grow in size and strength.  He carries a huge cleaver (1d10 damage) around, which he uses to rend flesh and meat from bone.  Damage is enhanced against unarmored targets.  If a target takes critical damage from the cleaver they lose a body part: Roll 1d8- 1) left foot; 2) right foot; 3) left leg; 4) right leg; 5) left hand; 6) right hand; 7) left arm; 8) right arm.

Mother Puss Bucket

death is the new pink mother pus bucket 300dpi

BAD 15, DSS 10, MOXY 15, HP 30, AP 3

DRIVEN TO DO WHATEVER THE FUCK IT WANTS! CONVERSE, CORRUPT THINGS, BE AN OVERLORD, WHATEVER.

Some call them gods of the wasteland; others terrifying monstrosities.  Mother Puss Buckets are horrible pulsating mounds of flesh that are found throughout the ruined world.  They are super intelligent (usually) and patient.  They like to snack on humans or mutated cows, but sometimes like to use humans as pawns in grander schemes.  There are always 2d4 Flesh Vines that the Mother Puss Bucket uses in combat as well as their psychic abilities.  Mother Puss Buckets know the following abilities (see page XX for descriptions): Brain Dead, Brain ‘Splode, Mind Control, Mind Bullets, Psi-Shield, Telekinesis.  They can use their powers seven times per day before needing to rest.

 

Strange Mother Puss Bucket Feature- Roll 1d6: 1) Head of a beautiful woman attached to flesh mound; 2) Head that looks exactly like one of the characters attached to flesh mound; 3) Giant brain on a sick-looking stem attached to flesh mound; 4) Mound covered in thousands of eyes; 5) Massive single eye and mouth in center of flesh mound; 6) Bodies of dead humans form mouth, nose, and eyes.

Flesh Vines

BAD 10, DSS 7, MOXY NA, HP 3

DRIVEN TO SNATCH THINGS AND TAKE THEM BACK TO THE MOTHER PUSS BUCKET.

Tendrils of pulpy, pulsating flesh that snag victims and drag them back to the main body, the horrible Mother Puss Bucket.  Targets take 1d6 damage from the tendrils and must succeed on a DSS test to avoid becoming snagged.

 

Robo-killer

death is the new pink robot B 300dpi

BAD 10, DSS 12, MOXY 14, HP 14, AP 2

DRIVEN TO MAKE FLESHY THINGS SCREAM AND BLEED.

Robo-killers were designed to be assassins and murder machines (duh). A Robo-killer can sneak up on unaware targets. Make a Luck roll; if the result is 1-4 the robot has successfully snuck up on a target and damage with the first attack is enhanced.  Robo-killers have laser beam eyes that deal 1d8 damage and ignores armor).  Targets that take critical damage are vaporized.  Motorized saw-hands deal 1d10 damage.


Death is the New Pink- COMING SOON (April, 2017)

ditnp_coversketch3

The Death is the New Pink cover by Jeremy Duncan

Death is the New Pink is a new silly, high energy post-apocalyptic setting I’ve written that uses the fun Into the Odd rules by Chris McDowall.

 

What is Death is the New Pink?

This bizarre, crazed, post-apocalyptic setting uses the fun Into the Odd rules by Chris McDowall and is inspired by Tank Girl, Judge Dredd, the Fallout and Borderlands video game series, and Mad Max.  Players take on the roles of Meat Bags that wander the packed and filthy streets of Scratchtown, or buzz through the wasteland on souped-up hot rods.  Their goal: to find Doodads, obtain materials for trade, or to cause mayhem, death and destruction just for the sake of it.  Meat Bags feel they’ve seen and done it all, so the prospect of death is one of the only exciting “unknown” things left in the world.  Death is the New Pink is brutal, bloody, and chaotic.  Things should be kept fast-paced and it’s more than fine if it doesn’t make sense!  Character death is fairly common and should be embraced; a particularly blood death should be applauded and celebrated!  Enjoy spreading chaos in the Wasted World!

How’d the World Fall?

No one gives a fuck!!  Bombs, disease, aliens, mutants, zombies, killer robot overlords wearing bad toupees: it doesn’t matter.  This craptastic Wasted World is filled with raiders, mutants, scumbags, and giant creatures that want to kill you and lay eggs in your chest cavity; it’s kill or be killed.  Who cares about the little details like how it got this way?!  Just enjoy it!

 

Muscle UP!

A Meat Bag may gain a Muscle UP! at character creation if described in their starter package.  Otherwise a Meat Bag gains a Muscle UP! ability at Quarter Pounder With Cheese and Grand Poobah Meat Bag levels (pg XX).

dualwield

A Meat Bag getting Muscled Up! (perk system) for DitNP!- Art by Jeremy Duncan

Here’s some sample Muscle UPs!

I Have a Friend!: You’ve attracted the attention of someone. When you are drop to 5 or fewer HP, make a Luck roll. If it favors you, this friend shows up, fully loaded with a .44 Magnum and a kick-ass attitude, to save your sorry butt.  Roll Friend’s ability scores.  They start at level 2, give them a Muscle UP! (only has one ever), starting package except substitute one weapon for Revolver.  The Friend levels when player’s Meat Bag does.  If your Friend dies, you attract another after one month (they start at level 2).  It’s because you are THAT cool.

One Tough Mother: Once per combat, if an attack drops you to 0 HP there is a 50% chance you remain at 1HP.

Psychic: You can use psychic abilities.  You know three powers (roll randomly, pg XX).  These are all you’ll ever know unless you spend later Muscle UPs! gained later to learn an additional 2 abilities.  You can use your psychic ability three times per day before needing to rest.

Scrounger: You know how to find stuff.  In a room, roll a Luck check, if it favors you, you discover something interesting.  Name what it is, but GM has final decision.

Shotgun Wedding: Increase shotgun damage by 1 die (i.e., a d6 is now a d8, a d10 becomes 1d6+1d4).

Doodads

Meat Bags love Doodads!  They ride on fuel-injected death machines, romping through the wastes to find these things!  They are powerful bits of old technology, or new ones created by mad scientists!

Here’s some Sample Doodads

Christmas Lights and Steel Armor: You bring cheer and happiness as you bring death.  3 Armor.  The lights let you see in the dark, but unfortunately your enemies can see your jolly ass too.

Clean Water-o-Matic: Every morning flip the switch on the side of this metal rectangular box to start the Clean Water-o-Matic to gathering moisture from the air.  After 24 hours, simply hand crank the winch on the back for a mere hour to process the collected water!  Once the cranking is done you have enough clean water for a 32oz jug!  Huzzah!

Energy Rifle: This weapon shoots lasers (1d8 damage)!  This weapon ignores armor.  Targets that take critical damage are vaporized.

Flesh Sack: Sack made of genetically-altered flesh.  Soft as a baby’s bottom and reduces weight of carried items by half.

Four-barreled Shotgun: Four powerful blasts at once (1d12 damage)! Targets that take critical damage are blown apart in an explosion of blood and bone.

energypistol

Lot’s of cool Doodads in the Wasted Earth- like the Energy Rifle.

The Bad Guys Who Want to Fuck Your Face With Bullets!  A.K.A. Nefarios

Nefarios: The Wasted World is a terrible, screwed up place filled with terrible, screwed up creatures.  There are normal animals and people that get by out in the wastes, but there are also horrors that can steal the breath out of even the most badass bandit.  Many Nefarios have powers and special abilities that lie outside the scope of their ability scores and rely on these to win battles and carry out their objectives.  Feel free to create awesome and unique powers.  A few examples of Nefarios are on page XX.

Here are some sample Nefarios.

Bomber Slugs

BAD 7, DSS 6, MOXY 6, HP 5

DRIVEN TO BLOW STUFF UP; LIKE A MOTH TO A FLAME.

When agitated, Bomber Slugs will approach a target and explode for 1d12 damage in a 5’ radius.  Raiders like to raise the slugs like herd animals and throw them at enemies.  Raiders also like to play a game where they throw the slugs at each other.  The one who catches the slug when it becomes agitated and goes off is the winner, but somehow they still lose…

Four Armed, Knuckle-Pounding Ape

BAD 12, DSS 12, MOXY 6, HP 7, AP 1

DRIVEN TO CRACK KNUCKLES AND POUND FLESH.

Highly aggressive creature that lurks in abandoned buildings, lush overgrowth, etc.  Attacks with four fists, 1d6 damage each.  If a target takes critical damage from an attack they must succeed a DSS test or be thrown to the ground and struck repeatedly and viciously until they are a bloody pulp.  Careful, this ape throws poo!

Fuck You Worm

BAD 16, DSS 12, MOXY 4, HP 12, AP 2

DRIVEN TO EAT, EAT, EAT!

The Fuck You Worm got its name because this is what is most frequently heard from raiders screaming as they shoot at these big bastards.  These massive worms burrow beneath the earth and sense the vibrations of cars and footfalls.  Treat these creatures as Bundles o’ Meat (pg XX). Worms thrash and bash (1d12 damage). Anyone that takes critical damage is swallowed whole, suffering 1d6 BAD damage per round from stomach acids until they are pulled or cut out.

 

Shade Wolf

ditnp-shade-wolf-colored

BAD 14, DSS 14, MOXY 10, HP 10

DRIVEN TO HUNT SHADOWS.

Created after being blasted with negative light, the Shade Wolf is stuck as a shadow on the wall.  The creature attacks other creatures’ shadows and deals 1d8 damage with its bite.  A target that takes critical damage must make a BAD save or have their shadow ripped away, reducing the target to a comatose state.  Shade Wolves can only be harmed by bright lights such as flashlights (which deal 1d6 damage) or floodlights (which deal 1d10 damage).  A weak source of light such as a dim flashlight or torch can stun a shade wolf or keep them at bay for a few minutes, but dealing no damage.  A shade wolf exposed to sunlight is killed instantly.


The Tech Specialist- Sci-Fi (or Star Wars) Classes for Black Hack

The other day I posted that I kicked off my Star Wars game using the Black Hack rules.  The classes I used are taken from my The Black Hack: Cyber-hacked! and my OSR/White Star Sci-Fi Toolkit, The Starrunner Kit.  I then posted my Bionic Soldier, Mercenary, and Scoundrel classes on the blog and my Assassin and Scout classes.

Today I’m putting up the Tech Specialist class.

TECH SPECIALIST

 tech-specialist-2

Starting HP: 1d6+4

Hit Points Per Level/Resting: 1d6 HP/lvl

Weapon and Armor: Light armor and their weapons are limited to clubs (or large wrenches), knives, firearms, grenades, electro-knives, electro-blades, blaster pistols, carbines, and blaster rifles.

Weapon Damage: 1d6/1d4 Unarmed or Improvised

 

SPECIAL FEATURES

HACKER: A Tech Specialist has Advantage on rolls when dealing with computers, navigating cyberspace, or hacking including when “jacked in” to cyberspace.  Also, once per hour, while in combat when “jacked in” to combat in cyberspace, a Tech Specialist can regain 1d6 lost HP.  Must have a Computer Brain Cyberware for this ability.

REPAIR: A Tech Specialist knows how to repair all sorts of technological devices, including mechs, land vehicles, and starships. The cost to repair such devices is reduced by half when overseen/performed by a Tech Specialist (i.e a starship costs 20 credits to repair 5 HP. This would cost 10 credits for a Tech Specialist).

PUNCH IT: Sometimes a system in a ship goes down, an android is severely damaged, or a computer shorts out.  Once per situation (or combat), a Tech Specialist can whack the malfunctioning hardware with a hammer and get it working again.  Mechanically this means the system regains 1d4 HP back and sputters along until it can be fixed properly.

TINKER: See info on page XX.

Leveling Up:

Roll all Attributes to see if they increase, roll twice for STR or INT

STARTING EQUIPMENT

WEAPONS: Blaster pistol, large wrench (as club), and vibro-knife

ARMOR: Light armor- 2 AP (1 AP/d4 Usage Die)

ADDITIONAL: Ammo for blaster pistol, communicator, smokebomb (usage die d4), rope (20ft) and grappling hook, and Medstim (1 Hit Dice of HP restored).

TINKER: Three times per session a Tech Specialist can use the items at hand to create one of the following listed below if they successfully pass an INT test (or the GM can simply rule that they always succeed).  Creating an item takes 3d6 minutes.

TINKERING DEVICES

Personal Shield: An energy field surrounds the wearer, absorbing 10 points of damage before shorting out and becoming useless.

Phase Shield: This device allows the wearer to pass through a single wall before being rendered useless.

Stealth Armor: The target takes on a chameleon-like appearance.  Stealth checks are made with Advantage while targets attempting to locate the wearer are made with Disadvantage.  This lasts for 1 hour before shorting out and becoming useless.

Field Meds: When a Medstim isn’t handy a Tech Specialist is able to create a simple one in a pinch, healing 1d6 HP.

Communicator: The Tech Specialist can cobble together a makeshift communicator that allows them to get a quick message out to a target within a 1 mile radius before shorting out.  The communicator is not sophisticated or secure.  Anyone can pick up on the transmission if they are tuned to the right channel.

Flashbang: The Tech Specialist creates a dirty grenade that explodes, releasing a blinding flash of bright light.  Targets are blinded for 1d3 rounds and all actions are made with Disadvantage.

Enhance Laser Weapon: The Tech Specialist can enhance a laser weapon, doubling its damage. After each attack, make a Luck roll, if the result does not favor the shooter, the weapon shorts out and is useless and must be repaired.

Makeshift Blaster Pistol: The Tech Specialist can piece together a makeshift laser weapon from pieces lying around. The weapon functions like a blaster pistol and has a d4 Usage Die.  Once the Usage Die is consumed, the energy is drained from the battery pack and the item is useless.

Taser: The Tech Specialist can piece together a makeshift weapon that gives off an electrical discharge. The target hit by this is stunned for 1d3 rounds. Once this is used the device is ruined.

Android Repair Kit: The Tech Specialist can piece together the items necessary to repair the damage to an android. After spending 1d4 rounds working on the robot regains 1d6 HP.

Jitters: The Tech Specialist creates a concoction of chemicals (none of them good for a body).  When consumed, the target gains an extra full action per round for 10 rounds.  Afterwards the target must succeed a CON save.  If the target fails, they fall unconscious for 2d3 hours.  A successful target makes all rolls with Disadvantage until they rest for 1d3 hours.

EMP Pulse: The Tech Specialist can create an electronic device that gives of a single strong EMP blast that shorts out all electronics and computers (including androids) in a Nearby radius.  The GM may rule that advanced computers or androids have hardware that protect them from such an attack and are immune.

Cutting Torch: The Tech Specialist can create a torch that can cut through metal up to 1ft thick.  The flame lasts for 10 minutes before becoming useless.

 

Coming up next: The Diplomat and Pilot